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-rw-r--r--src/SMAPI/Framework/Content/AssetDataForMap.cs90
-rw-r--r--src/SMAPI/IAssetDataForMap.cs3
-rw-r--r--src/SMAPI/PatchMapMode.cs15
3 files changed, 72 insertions, 36 deletions
diff --git a/src/SMAPI/Framework/Content/AssetDataForMap.cs b/src/SMAPI/Framework/Content/AssetDataForMap.cs
index 4f810948..0a5fa7e7 100644
--- a/src/SMAPI/Framework/Content/AssetDataForMap.cs
+++ b/src/SMAPI/Framework/Content/AssetDataForMap.cs
@@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using StardewModdingAPI.Toolkit.Utilities;
+using StardewValley;
using xTile;
using xTile.Layers;
using xTile.Tiles;
@@ -25,18 +26,17 @@ namespace StardewModdingAPI.Framework.Content
: base(locale, assetName, data, getNormalizedPath, onDataReplaced) { }
/// <inheritdoc />
- /// <remarks>Derived from <see cref="StardewValley.GameLocation.ApplyMapOverride"/> with a few changes:
+ /// <remarks>Derived from <see cref="GameLocation.ApplyMapOverride(Map,string,Rectangle?,Rectangle?)"/> with a few changes:
/// - can be applied directly to the maps when loading, before the location is created;
- /// - added support for source/target areas;
+ /// - added support for patch modes (overlay, replace by layer, or fully replace);
/// - added disambiguation if source has a modified version of the same tilesheet, instead of copying tiles into the target tilesheet;
- /// - changed to always overwrite tiles within the target area (to avoid edge cases where some tiles are only partly applied);
/// - fixed copying tilesheets (avoid "The specified TileSheet was not created for use with this map" error);
/// - fixed tilesheets not added at the end (via z_ prefix), which can cause crashes in game code which depends on hardcoded tilesheet indexes;
/// - fixed issue where different tilesheets are linked by ID.
/// </remarks>
- public void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null)
+ public void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMapMode patchMode = PatchMapMode.Overlay)
{
- var target = this.Data;
+ Map target = this.Data;
// get areas
{
@@ -84,10 +84,13 @@ namespace StardewModdingAPI.Framework.Content
tilesheetMap[sourceSheet] = targetSheet;
}
- // get layer map
- IDictionary<Layer, Layer> layerMap = source.Layers.ToDictionary(p => p, p => target.GetLayer(p.Id));
+ // get target layers
+ IDictionary<Layer, Layer> sourceToTargetLayers = source.Layers.ToDictionary(p => p, p => target.GetLayer(p.Id));
+ HashSet<Layer> orphanedTargetLayers = new HashSet<Layer>(target.Layers.Except(sourceToTargetLayers.Values));
// apply tiles
+ bool replaceAll = patchMode == PatchMapMode.Replace;
+ bool replaceByLayer = patchMode == PatchMapMode.ReplaceByLayer;
for (int x = 0; x < sourceArea.Value.Width; x++)
{
for (int y = 0; y < sourceArea.Value.Height; y++)
@@ -96,47 +99,37 @@ namespace StardewModdingAPI.Framework.Content
Point sourcePos = new Point(sourceArea.Value.X + x, sourceArea.Value.Y + y);
Point targetPos = new Point(targetArea.Value.X + x, targetArea.Value.Y + y);
+ // replace tiles on target-only layers
+ if (replaceAll)
+ {
+ foreach (Layer targetLayer in orphanedTargetLayers)
+ targetLayer.Tiles[targetPos.X, targetPos.Y] = null;
+ }
+
// merge layers
foreach (Layer sourceLayer in source.Layers)
{
// get layer
- Layer targetLayer = layerMap[sourceLayer];
+ Layer targetLayer = sourceToTargetLayers[sourceLayer];
if (targetLayer == null)
{
target.AddLayer(targetLayer = new Layer(sourceLayer.Id, target, target.Layers[0].LayerSize, Layer.m_tileSize));
- layerMap[sourceLayer] = target.GetLayer(sourceLayer.Id);
+ sourceToTargetLayers[sourceLayer] = target.GetLayer(sourceLayer.Id);
}
// copy layer properties
targetLayer.Properties.CopyFrom(sourceLayer.Properties);
- // copy tiles
+ // create new tile
Tile sourceTile = sourceLayer.Tiles[sourcePos.X, sourcePos.Y];
- Tile targetTile;
- switch (sourceTile)
- {
- case StaticTile _:
- targetTile = new StaticTile(targetLayer, tilesheetMap[sourceTile.TileSheet], sourceTile.BlendMode, sourceTile.TileIndex);
- break;
-
- case AnimatedTile animatedTile:
- {
- StaticTile[] tileFrames = new StaticTile[animatedTile.TileFrames.Length];
- for (int frame = 0; frame < animatedTile.TileFrames.Length; ++frame)
- {
- StaticTile frameTile = animatedTile.TileFrames[frame];
- tileFrames[frame] = new StaticTile(targetLayer, tilesheetMap[frameTile.TileSheet], frameTile.BlendMode, frameTile.TileIndex);
- }
- targetTile = new AnimatedTile(targetLayer, tileFrames, animatedTile.FrameInterval);
- }
- break;
-
- default: // null or unhandled type
- targetTile = null;
- break;
- }
- targetTile?.Properties.CopyFrom(sourceTile.Properties);
- targetLayer.Tiles[targetPos.X, targetPos.Y] = targetTile;
+ Tile newTile = sourceTile != null
+ ? this.CreateTile(sourceTile, targetLayer, tilesheetMap[sourceTile.TileSheet])
+ : null;
+ newTile?.Properties.CopyFrom(sourceTile.Properties);
+
+ // replace tile
+ if (newTile != null || replaceByLayer || replaceAll)
+ targetLayer.Tiles[targetPos.X, targetPos.Y] = newTile;
}
}
}
@@ -146,6 +139,33 @@ namespace StardewModdingAPI.Framework.Content
/*********
** Private methods
*********/
+ /// <summary>Create a new tile for the target map.</summary>
+ /// <param name="sourceTile">The source tile to copy.</param>
+ /// <param name="targetLayer">The target layer.</param>
+ /// <param name="targetSheet">The target tilesheet.</param>
+ private Tile CreateTile(Tile sourceTile, Layer targetLayer, TileSheet targetSheet)
+ {
+ switch (sourceTile)
+ {
+ case StaticTile _:
+ return new StaticTile(targetLayer, targetSheet, sourceTile.BlendMode, sourceTile.TileIndex);
+
+ case AnimatedTile animatedTile:
+ {
+ StaticTile[] tileFrames = new StaticTile[animatedTile.TileFrames.Length];
+ for (int frame = 0; frame < animatedTile.TileFrames.Length; ++frame)
+ {
+ StaticTile frameTile = animatedTile.TileFrames[frame];
+ tileFrames[frame] = new StaticTile(targetLayer, targetSheet, frameTile.BlendMode, frameTile.TileIndex);
+ }
+
+ return new AnimatedTile(targetLayer, tileFrames, animatedTile.FrameInterval);
+ }
+
+ default: // null or unhandled type
+ return null;
+ }
+ }
/// <summary>Normalize a map tilesheet path for comparison. This value should *not* be used as the actual tilesheet path.</summary>
/// <param name="path">The path to normalize.</param>
private string NormalizeTilesheetPathForComparison(string path)
diff --git a/src/SMAPI/IAssetDataForMap.cs b/src/SMAPI/IAssetDataForMap.cs
index bfaba9ba..47a33de8 100644
--- a/src/SMAPI/IAssetDataForMap.cs
+++ b/src/SMAPI/IAssetDataForMap.cs
@@ -13,6 +13,7 @@ namespace StardewModdingAPI
/// <param name="source">The map from which to copy.</param>
/// <param name="sourceArea">The tile area within the source map to copy, or <c>null</c> for the entire source map size. This must be within the bounds of the <paramref name="source"/> map.</param>
/// <param name="targetArea">The tile area within the target map to overwrite, or <c>null</c> to patch the whole map. The original content within this area will be erased. This must be within the bounds of the existing map.</param>
- void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null);
+ /// <param name="patchMode">Indicates how the map should be patched.</param>
+ void PatchMap(Map source, Rectangle? sourceArea = null, Rectangle? targetArea = null, PatchMapMode patchMode = PatchMapMode.Overlay);
}
}
diff --git a/src/SMAPI/PatchMapMode.cs b/src/SMAPI/PatchMapMode.cs
new file mode 100644
index 00000000..1f1ac6a9
--- /dev/null
+++ b/src/SMAPI/PatchMapMode.cs
@@ -0,0 +1,15 @@
+namespace StardewModdingAPI
+{
+ /// <summary>Indicates how a map should be patched.</summary>
+ public enum PatchMapMode
+ {
+ /// <summary>Replace matching tiles. Target tiles missing in the source area are kept as-is.</summary>
+ Overlay,
+
+ /// <summary>Replace all tiles on layers that exist in the source map.</summary>
+ ReplaceByLayer,
+
+ /// <summary>Replace all tiles with the source map.</summary>
+ Replace
+ }
+}